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We won't be supporting that, at least not for the foreseeable future. Same applies to CUP. Maybe RHS but no plans. I personally love Vietnam era but the piss poor mod isn't up to no where near A3 standards. Full of sloppy bugs. They need to focus on actual updating the content currently present rather than slapping in imported retextured content.

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We won't be supporting that, at least not for the foreseeable future. Same applies to CUP. Maybe RHS but no plans. I personally love Vietnam era but the piss poor mod isn't up to no where near A3 standards. Full of sloppy bugs. They need to focus on actual updating the content currently present rather than slapping in imported retextured content.

Its such a shame that you decided to reply in such a flame-baiting manner, a more constructive reply saying that you not supporting it for the foreseeable future would have been just fine.

1

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Just stating why. I am allowed to share my opnion. Sorry if it anyone took offensive. The Unsung mod brings the Vietnam era to A3 like no other. The wide variety of weaponry and vehicles, etc is huge. I am just too used to A3 standards. The mod was a port so maybe that is why some stuff doesn't appear to be HQ. I also understand people do it as a hobby where as A3 devs are paid. Again, no disrespect intended.

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You should consider reading my posts again. This has already been resolved, via post above and PM too. If you managed to read up, you would of noticed.

Quote

This work , is not a product and i 'm sure , that no one would like to hear the same , for their creations.

Actually, I personally would like to know if something I made is bad or whatever. Brutal or not, wouldn't bother me. I know this is a forum, thank you for clarifying. I know the mod isn't an official product, as I stated in the PM, see screenshot below. Always a good idea to refresh before posting.

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Just a general update. We've been working hard on implementing new features. The most notable one is persistent saving. Also new feature coming is a new undercover disguise system (still in the works). Not sure on the next update release as Xmas in approaching then New Year's Day === Out on the piss / get hammered? In the mean time, here are two very short videos.

When an engineer (Tankbuster) flips a vehicle... One job. He had one job.

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It's more of a New Years present to ourselves from Haz and myself, but here's a rather incoherent vid of our persistent saving system in its first outing on a dedicated server.

What you're actually seeing, if you're still interested, is a game that was underway saving itself to profilenamespace on the server. The map shows the airbase and a town having been taken by players. We then leave the server, rejoin, do a slash hash missions (so the server has ended the mission) and then in parameters, tells the mission to reload the mission progress. It's quite slow and I've edited out the boring bits (and me putting in the server admin password) but eventually, the mission comes back on with the airbase and the town owned by BLUFOR. It also saves and restores the position of all friendly vehicles.

Notes. The mission is very slow to set up when the server first runs. It is doing a lot of under-the-bonnet preparation. Loading a saved mission is also very slow, often, it can take more than a minute to get started. Please be patient. Joining the mission once it is actually underway should be as quick as any other mission. We are working on ways to optimise this.

Changelog in the spoiler below.

Spoiler

[3075] Added laserdesigcar Secondary Mission (SM)
[3076] Removed deprecated file do_convoykill
[3077] Laserdesigcar mission now creates 8 potentials, not 6. Also removed some debug.
[3081] Killlastfew system won't run until all the vehicles are empty.
[3082] Added protestflight to the SM manager.
[3083] Most OPFOR vehicle crew now not turned out.
[3084] Removed Devas convoy scripts as homegrown ones now in use.
[3088] Added randomised vehicle customisations (camo nets, RPG cages etc) for Primary Target (PT) OPFOR assets.
[3089] Fixed SM manager calling old version of laserdesig
[3090] Closed roadblocks are destroyed to prevent them being reopened.
[3091] If less than 4 players, a warning sign spawns in the land minefield to help.
[3093] Added persistent saving script suite.
[3096] Removed the fuel station stuff from the infrastructure buildings array.
[3098] Killvecdepot SM now won't spawn in towns held by BLUFOR.
[3100] Many scripts upgraded to use Auth alllogics arrays when selecting target towns.
[3103] Removed Panthera datafile as the island, although lovely, isn't really suitable for Authority.
[3104] Fixed spelling error in convoykill2 notification.
[3105] HQ fire removed by hqkilled script so it won't generate errors in assaultphasefinished.
[3107] Added some missing animations and removed some unwanted ones from vehicle customisation system.
[3113] Tweaks for mission UI and persistent saving.
[3115] Removed unused logic group that was solely airfields.
[3117] Added parameter to make mission load a saved mission.
[3123] Added safeties and quits for saved mission file loading systems.
[3127] Removed unused taxiin finding scripts.
[3154] Added activeairdropcounter.
[3158] Stopped protestflight on Altis, where there are no tall enough bridges.
[3164] Fixed potential script stall in debug_endprimary in towns where there is no HQ/radar.
[3171] Replaced ticktime with (now fixed) serverTime.
[3172] JIP players allowed longer time for teleport.
[3182] cleanupoldprimary doesn't start until the second town
[3184] Fixed NYX vehicles not convoying in counterattack.
[3185] Hopefully, fixed cache falling through the floor in destroyptcache.
[3186] Choosenextprimary should avoind choosing somewhere near the fobveh.
[3189] Fixed potential loop condition in cruisemissile strike system where there might be multiple markers on the map.
[3190] Fixed bug where vehicles that had been towed were thought to still be being towed.
[3191] Fixed undef'd variable (server FPS) in mission UI.
[3195] Updated list of OGV used in intro.